(svn r11600) -Cleanup: remove extra out-of-memory checks, since it's now done in *allocT functions.

This commit is contained in:
glx 2007-12-08 15:47:23 +00:00
parent 2256d9d378
commit b47bce651e
10 changed files with 4 additions and 26 deletions

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@ -43,9 +43,6 @@ static void BuildGroupList(grouplist_d* gl, PlayerID owner, VehicleType vehicle_
if (!(gl->l.flags & VL_REBUILD)) return;
list = MallocT<const Group*>(GetGroupArraySize());
if (GetGroupArraySize() != 0 && list == NULL) {
error("Could not allocate memory for the group-sorting-list");
}
FOR_ALL_GROUPS(g) {
if (g->owner == owner && g->vehicle_type == vehicle_type) list[n++] = g;
@ -53,9 +50,6 @@ static void BuildGroupList(grouplist_d* gl, PlayerID owner, VehicleType vehicle_
free((void*)gl->sort_list);
gl->sort_list = MallocT<const Group *>(n);
if (n != 0 && gl->sort_list == NULL) {
error("Could not allocate memory for the group-sorting-list");
}
gl->l.list_length = n;
for (uint i = 0; i < n; ++i) gl->sort_list[i] = list[i];

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@ -752,7 +752,6 @@ static void MakeSortedIndustryList()
/* Create array for sorting */
_industry_sort = ReallocT(_industry_sort, GetMaxIndustryIndex() + 1);
if (_industry_sort == NULL) error("Could not allocate memory for the industry-sorting-list");
/* Don't attempt a sort if there are no industries */
if (GetNumIndustries() != 0) {

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@ -52,14 +52,13 @@ void AllocateMap(uint size_x, uint size_y)
free(_m);
free(_me);
_m = CallocT<Tile>(_map_size);
_me = CallocT<TileExtended>(_map_size);
/* XXX @todo handle memory shortage more gracefully
* CallocT does the out-of-memory check
* Maybe some attemps could be made to try with smaller maps down to 64x64
* Maybe check for available memory before doing the calls, after all, we know how big
* the map is */
if ((_m == NULL) || (_me == NULL)) error("Failed to allocate memory for the map");
_m = CallocT<Tile>(_map_size);
_me = CallocT<TileExtended>(_map_size);
}

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@ -167,7 +167,6 @@ static void BuildNetworkGameList(network_ql_d *nqld)
/* Create temporary array of games to use for listing */
free(nqld->sort_list);
nqld->sort_list = MallocT<NetworkGameList*>(n);
if (nqld->sort_list == NULL) error("Could not allocate memory for the network-game-sorting-list");
nqld->l.list_length = n;
for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) {

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@ -5421,7 +5421,6 @@ static void DecodeSpecialSprite(uint num, GrfLoadingStage stage)
/* No preloaded sprite to work with; allocate and read the
* pseudo sprite content. */
buf = MallocT<byte>(num);
if (buf == NULL) error("DecodeSpecialSprite: Could not allocate memory");
FioReadBlock(buf, num);
} else {
/* Use the preloaded sprite data. */

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@ -55,12 +55,9 @@ bool OldMemoryPoolBase::AddBlockToPool()
/* Increase the poolsize */
this->blocks = ReallocT(this->blocks, this->current_blocks + 1);
if (this->blocks == NULL) error("Pool: (%s) could not allocate memory for blocks", this->name);
/* Allocate memory to the new block item */
this->blocks[this->current_blocks] = MallocT<byte>(this->item_size * (1 << this->block_size_bits));
if (this->blocks[this->current_blocks] == NULL)
error("Pool: (%s) could not allocate memory for blocks", this->name);
/* Clean the content of the new block */
memset(this->blocks[this->current_blocks], 0, this->item_size * (1 << this->block_size_bits));

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@ -47,7 +47,6 @@ static void GlobalSortSignList()
/* Create array for sorting */
_sign_sort = ReallocT(_sign_sort, GetMaxSignIndex() + 1);
if (_sign_sort == NULL) error("Could not allocate memory for the sign-sorting-list");
FOR_ALL_SIGNS(si) _sign_sort[n++] = si;
_num_sign_sort = n;

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@ -53,10 +53,6 @@ static SpriteCache *AllocateSpriteCache(uint index)
_spritecache = ReallocT(_spritecache, items);
if (_spritecache == NULL) {
error("Unable to allocate sprite cache of %d items (%d bytes)", items, items * sizeof(*_spritecache));
}
/* Reset the new items and update the count */
memset(_spritecache + _spritecache_items, 0, (items - _spritecache_items) * sizeof(*_spritecache));
_spritecache_items = items;
@ -411,8 +407,7 @@ static void DeleteEntryFromSpriteCache()
/* Display an error message and die, in case we found no sprite at all.
* This shouldn't really happen, unless all sprites are locked. */
if (best == (uint)-1)
error("Out of sprite memory");
if (best == (uint)-1) error("Out of sprite memory");
/* Mark the block as free (the block must be in use) */
s = (MemBlock*)GetSpriteCache(best)->ptr - 1;

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@ -228,7 +228,6 @@ static void BuildStationsList(plstations_d* sl, PlayerID owner, byte facilities,
/* Create array for sorting */
const Station** station_sort = MallocT<const Station*>(GetMaxStationIndex() + 1);
if (station_sort == NULL) error("Could not allocate memory for the station-sorting-list");
DEBUG(misc, 3, "Building station list for player %d", owner);
@ -255,7 +254,6 @@ static void BuildStationsList(plstations_d* sl, PlayerID owner, byte facilities,
free((void*)sl->sort_list);
sl->sort_list = MallocT<const Station*>(n);
if (n != 0 && sl->sort_list == NULL) error("Could not allocate memory for the station-sorting-list");
sl->list_length = n;
for (uint i = 0; i < n; ++i) sl->sort_list[i] = station_sort[i];

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@ -449,7 +449,6 @@ static void MakeSortedTownList()
/* Create array for sorting */
_town_sort = ReallocT(_town_sort, GetMaxTownIndex() + 1);
if (_town_sort == NULL) error("Could not allocate memory for the town-sorting-list");
FOR_ALL_TOWNS(t) _town_sort[n++] = t;